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|Hard Drivin' is a racing arcade simulation that invites players to test drive a high powered sports car on stunt and speed courses in one of the first 3D polygon driving environments! The game was released for the arcades in 1989 and later converted to almost all major 8/16bit home systems.|
STORY / GAMEPLAY
The game features one of the first 3D polygon driving environments! Note that the original arcade version is played in a simulator cabinet, rendered with custom architecture. Hard Drivin' is a force feedback, car physics simulator! You play from a first person perspective that shows your car's dashboard. To distinguish it from other driving titles of that era, the developers added stunt loops and other road hazards. The game generally consists of 1 or 2 laps around a stunt track. Another unique feature of this game is the "instant replay" sequence that plays after a crash, a feature that sets Hard Drivin' different from most driving games of its time! But note that, steering and acceleration / braking of your vehicle are both sluggish and too sensitive at the same time. A slight tap on the accelerator rockets your vehicle off track, especially during sharp curves! Well, although the game was revolutionary for its genre, it was also (and still is) way too far from playable and enjoyable! Oh yes, driving is hard in this game!
GRAPHICS / SOUND
The 3D environments and car models look sharp on the Atari Lynx, though the animation is quite slow. The visuals have been simplified compared to the arcades but they're nonetheless effective. The already sparse playfield of the arcade version becomes even more barren, in order to maintain a decent framerate. It's still realistic enough however, that you won't really notice the reduction of obstacles and objects in front of you. The game's sound has some basic sound effects like the engine throttle and crashes and a tune playing at the intro!
|CPU: 8-bit CPU, 16-bit address space MOS Technology 6502 at 3.6MHz|
MEMORY: 64KB RAM
GRAPHICS: Suzy (16-bit custom CMOS chip running at 16 MHz) supporting hardware drawing, unlimited number of high-speed sprites with collision detection, hardware high-speed sprite scaling, distortion, and tilting effects, hardware decoding of compressed sprite data, hardware clipping and multi-directional scrolling and variable frame rate (up to 75 frames/second).
Note that it offers a 160x102 standard resolution in a LCD Screen of 3.5" diagonal, 4096 color (12-bit) palette and 16 simultaneous on-screen (more than 16 colors can be displayed by changing palettes after each scan line)
SOUND: 4 channel stereo sound (Lynx II otherwise mono), 8-bit DAC for each channel. Capable of generating clear digitized sounds and harmonized music.
|12bit RGB 4096-colours palette (16 on screen)|
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